Yearly Recap

3 posts

End of the-year-that-shall-not-be-named Recap + Operation: Optimization-Complication Amelioration

Unfortunately, there really isn’t a whole lot to recap for this, the-year-that-shall-not-be-named. Which isn’t to say I didn’t get anything done, I actually accomplished some pretty important stuff, most of which was optimization.

I mentioned last devlog that getting a whole island’s worth of stuff running was causing optimization problems, which wasn’t unexpected. I had a little over 1300 tree objects all running random timers that then spawn some other object (leaves, fruit, etc..). It was eating a ton of memory and killing the frame rate.

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2019 Recap + Free Loops!

So… Big deal:
I’ve actually started building Elle!
That might sound dumb, like “what the bl**p have you doing for the last 2 years?!”
Well let me explain:

Two years ago, I built a prototype that looked something like this:

Apr. 2018

… which looks great, but is completely unmanageable on a programming & design level.

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A year of stuff (2018 Recap) + Why Visual Scripting?

At this point, a 2-month recap would read something like, “I failed. a lot.”

It felt sorta like when you’ve been driving down a road for hours and you suddenly realize you’ve been going the wrong direction the entire time. I’m all about seeing failures as lessons, but the only thing you even learn from a failure like that is “Don’t do that.”

But luckily, I don’t have to talk about all that because this is the last devlog of the year, and you know what that means (I know you don’t but I said it anyway)…

It’s time! [drum roll] for the 2018 1st Annual Stonewood Games YEARLY Recap, so buckle up, bitches!
-Sorry, I don’t know why I called you bitches. You’re lovely people, I’m sure.

So, anyway, let’s put the cap back on this year’s recaps:

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